
Erickson9610 wrote: »For the sake of further discussion, which Race and Class should this Werewolf Companion have in their human form? Presume that they have the option of transforming during combat, and can either be in their human form or in their werewolf form when fighting enemies. Which human form appearance would best suit their werewolf form, and vice versa?
the white fur looks pretty and i summon girl Companions more often.
But any of these would be good for a Werewolf companion and ideally Companions would use other Werewolf models exclusive to them.
TX12001rwb17_ESO wrote: »The NPC Werewolf form, that updated look is player exclusive.
Renato90085 wrote: »types that players cannot use
More than the looks i'm interested in his behavior. I want the werewolf companion to randomly lose control when the full moon is up and attack you.
DarkStrifeYT wrote: »Should look like a werewolf
Erickson9610 wrote: »DarkStrifeYT wrote: »Should look like a werewolf
Ideally, yes.
This poll is really aimed at the people who both want a Werewolf Companion and care what they look like. ESO is the first TES game to give the werewolves fur colors other than brown, for instance. And it's the first one to give you a different model depending on whether your character is male or female.
DarkStrifeYT wrote: »Erickson9610 wrote: »DarkStrifeYT wrote: »Should look like a werewolf
Ideally, yes.
This poll is really aimed at the people who both want a Werewolf Companion and care what they look like. ESO is the first TES game to give the werewolves fur colors other than brown, for instance. And it's the first one to give you a different model depending on whether your character is male or female.
i was being funny
But I want a calico WW!
I'm unsure how building rapport would be handled, as well as the Justice system as lycanthropy is a criminal act.
I think a werewolf companion would be highly out of place in ESO, as lore-wise, werebeasts are mostly despised across Tamriel. They are bloodthirsty, and susceptible to bloodlust.
I know very little of lore and most things in TES, but I don't see how they could fit into the lore I do know. Werewolves are pack beasts, and never stray too far from their pack. The bloodlust drives them to a frenzy, potentially harming anyone close at hand. A starved werewolf can become feral and kill on impulse.

Erickson9610 wrote: »I'm unsure how building rapport would be handled, as well as the Justice system as lycanthropy is a criminal act.
Zerith-var has the "Atoning Spirit" skill, which is based off of the Player Necromancer ability "Spirit Mender", which is a Criminal Act for players only. In other words, a Werewolf Companion's skills would not tie into the Justice System in any way, since Zerith-var gets to use Criminal Act skills without affecting the Justice System. Keep in mind that a Vampire Companion would also not affect the Justice System.
TES V: Skyrim allows us to recruit Aela the Huntress (a werewolf) as a follower, even after we've cured ourselves of lycanthropy. There are several existing werewolf characters in ESO who are friendly toward the player, such as Narazda and Hildegard, even when the player is not a werewolf themselves. It's not out of place in TES for werewolf characters to befriend us.
Erickson9610 wrote: »I'm unsure how building rapport would be handled, as well as the Justice system as lycanthropy is a criminal act.
Zerith-var has the "Atoning Spirit" skill, which is based off of the Player Necromancer ability "Spirit Mender", which is a Criminal Act for players only. In other words, a Werewolf Companion's skills would not tie into the Justice System in any way, since Zerith-var gets to use Criminal Act skills without affecting the Justice System. Keep in mind that a Vampire Companion would also not affect the Justice System.
TES V: Skyrim allows us to recruit Aela the Huntress (a werewolf) as a follower, even after we've cured ourselves of lycanthropy. There are several existing werewolf characters in ESO who are friendly toward the player, such as Narazda and Hildegard, even when the player is not a werewolf themselves. It's not out of place in TES for werewolf characters to befriend us.
I'll take your word on the friendly characters, though I remember Hildegard is caged up, assuming for the reason of being a werewolf.
As for the Justice system, I've never had Zerith cast his abilities near a guard or NPC to know forsure if it's under the rules or not. I do believe they should be subject to the same rules that the player should be in those regards. Inconsistencies tend to breed more inconsistencies.
For me, the companion should look like a current white werewolf model (no gender, and no Direwolf pets like in original version):
Upcoming werewolf design is not good for my taste at all, so looking at the pictures of new model in original post is a bit depressing
Erickson9610 wrote: »Erickson9610 wrote: »I'm unsure how building rapport would be handled, as well as the Justice system as lycanthropy is a criminal act.
Zerith-var has the "Atoning Spirit" skill, which is based off of the Player Necromancer ability "Spirit Mender", which is a Criminal Act for players only. In other words, a Werewolf Companion's skills would not tie into the Justice System in any way, since Zerith-var gets to use Criminal Act skills without affecting the Justice System. Keep in mind that a Vampire Companion would also not affect the Justice System.
TES V: Skyrim allows us to recruit Aela the Huntress (a werewolf) as a follower, even after we've cured ourselves of lycanthropy. There are several existing werewolf characters in ESO who are friendly toward the player, such as Narazda and Hildegard, even when the player is not a werewolf themselves. It's not out of place in TES for werewolf characters to befriend us.
I'll take your word on the friendly characters, though I remember Hildegard is caged up, assuming for the reason of being a werewolf.
As for the Justice system, I've never had Zerith cast his abilities near a guard or NPC to know forsure if it's under the rules or not. I do believe they should be subject to the same rules that the player should be in those regards. Inconsistencies tend to breed more inconsistencies.
If you check the tooltips of the abilities, none of the Companion skills are listed "Criminal Act" the way some of the player abilities are. I'd prefer it stay this way, because nobody wants to get a bounty for something their Necromancer/Werewolf/Vampire Companion did. And even if the guards just attack your Companion instead of you, since you're not the one committing the crime — the Companion will just stand right back up once slain because combat is then over. It's ultimately meaningless to tie Companions to the Justice System.
At best, having a "Used while not near a Witness" stipulation on "illegal" Companion abilities would better simulate the idea of Criminal Act abilities. Companions follow an algorithm to determine which abilities are used when and where, whereas Players need to be punished or rewarded to encourage or discourage behavior. But even then, it would be more optimal performance wise to not run that kind of check, since Companions are usually not doing combat near Witnesses and Guards anyway (they're hidden from other players in cities!)
When the full moon is up if the main character is not a werewolf there should be a chance the companion will attack him to flee and momenterily disappear once defeated.
A chance to contract licantropy should be present in this case too.
I'll take your word on the friendly characters, though I remember Hildegard is caged up, assuming for the reason of being a werewolf.